mirror of
https://github.com/UberGames/EF2GameSource.git
synced 2024-11-14 00:11:10 +00:00
177 lines
3.8 KiB
C++
177 lines
3.8 KiB
C++
//-----------------------------------------------------------------------------
|
|
//
|
|
// $Logfile:: /EF2/Code/DLLs/game/ammo.cpp $
|
|
// $Revision:: 15 $
|
|
// $Author:: Singlis $
|
|
// $Date:: 9/26/03 2:35p $
|
|
//
|
|
// Copyright (C) 1997 by Ritual Entertainment, Inc.
|
|
// All rights reserved.
|
|
//
|
|
// This source is may not be distributed and/or modified without
|
|
// expressly written permission by Ritual Entertainment, Inc.
|
|
//
|
|
//
|
|
// DESCRIPTION:
|
|
// Base class for all ammunition for entities derived from the Weapon class.
|
|
//
|
|
// AmmoEntity is the Class which represents ammo that the player "sees" and "
|
|
// picks up" in the game
|
|
//
|
|
// Ammo is the Class which is used to keep track of how much ammo a player has
|
|
// in his inventory
|
|
|
|
#include "_pch_cpp.h"
|
|
#include "ammo.h"
|
|
#include "player.h"
|
|
|
|
CLASS_DECLARATION( Item, AmmoEntity, NULL )
|
|
{
|
|
{ NULL, NULL }
|
|
};
|
|
|
|
AmmoEntity::AmmoEntity()
|
|
{
|
|
if ( LoadingSavegame )
|
|
{
|
|
// all data will be setup by the archive function
|
|
return;
|
|
}
|
|
setName( "UnknownAmmo" );
|
|
amount = 0;
|
|
|
|
_lastPrintTime = 0.0f;
|
|
}
|
|
|
|
Item *AmmoEntity::ItemPickup( Entity *other, qboolean add_to_inventory, qboolean )
|
|
{
|
|
Sentient *player;
|
|
str realname;
|
|
int amountUsed;
|
|
|
|
Q_UNUSED(add_to_inventory);
|
|
|
|
if ( !other->isSubclassOf( Player ) )
|
|
return NULL;
|
|
|
|
if ( !Pickupable( other ) )
|
|
return NULL;
|
|
|
|
player = ( Sentient * )other;
|
|
|
|
// Give the ammo to the player
|
|
amountUsed = player->GiveAmmo( item_name, (int) amount, true );
|
|
|
|
if ( amountUsed == 0 )
|
|
{
|
|
if ( level.time > _lastPrintTime + 1.0f )
|
|
{
|
|
_lastPrintTime = level.time;
|
|
((Player *)other)->setItemText( getIcon(), va( "$$CouldNotPickUp$$ $$Ammo-%s$$ $$FullAmmo$$", item_name.c_str() ) );
|
|
//gi.centerprintf ( other->edict, CENTERPRINT_IMPORTANCE_NORMAL, "$$CouldNotPickUp$$ %s $$FullAmmo$$", item_name.c_str() );
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
// Play pickup sound
|
|
realname = GetRandomAlias( "snd_pickup" );
|
|
if ( realname.length() > 1 )
|
|
player->Sound( realname, CHAN_ITEM );
|
|
|
|
// Cancel some events
|
|
CancelEventsOfType( EV_Item_DropToFloor );
|
|
CancelEventsOfType( EV_Item_Respawn );
|
|
CancelEventsOfType( EV_FadeOut );
|
|
|
|
// Hide the model
|
|
setSolidType( SOLID_NOT );
|
|
|
|
if ( _missingSkin )
|
|
{
|
|
ChangeSkin( _missingSkin, true );
|
|
}
|
|
else
|
|
{
|
|
hideModel();
|
|
}
|
|
|
|
// Respawn?
|
|
if ( !Respawnable() )
|
|
PostEvent( EV_Remove, FRAMETIME );
|
|
else
|
|
PostEvent( EV_Item_Respawn, RespawnTime() );
|
|
|
|
// fire off any pickup_thread's
|
|
if ( pickup_thread.length() )
|
|
{
|
|
ExecuteThread( pickup_thread );
|
|
}
|
|
|
|
return NULL; // This doesn't create any items
|
|
}
|
|
|
|
void AmmoEntity::cacheStrings( void )
|
|
{
|
|
G_FindConfigstringIndex( va( "$$CouldNotPickUp$$ $$Ammo-%s$$ $$FullAmmo$$", item_name.c_str() ), CS_GENERAL_STRINGS, MAX_GENERAL_STRINGS, true );
|
|
G_FindConfigstringIndex( va( "$$PickedUp$$ %d $$Ammo-%s$$\n", (int)amount, item_name.c_str() ), CS_GENERAL_STRINGS, MAX_GENERAL_STRINGS, true );
|
|
}
|
|
|
|
// This is the Class that is used to keep track of ammo in the player's inventory.
|
|
// It is not an entity, just a name and an amount.
|
|
|
|
CLASS_DECLARATION( Class, Ammo, NULL )
|
|
{
|
|
{NULL, NULL}
|
|
};
|
|
|
|
Ammo::Ammo()
|
|
{
|
|
if ( LoadingSavegame )
|
|
{
|
|
// all data will be setup by the archive function
|
|
return;
|
|
}
|
|
setName( "UnknownAmmo" );
|
|
setAmount( 0 );
|
|
setMaxAmount( 100 );
|
|
}
|
|
|
|
void Ammo::setAmount( int a )
|
|
{
|
|
amount = a;
|
|
|
|
if ( ( maxamount > 0 ) && ( amount > maxamount ) )
|
|
amount = maxamount;
|
|
}
|
|
|
|
int Ammo::getAmount( void )
|
|
{
|
|
return amount;
|
|
}
|
|
|
|
void Ammo::setMaxAmount( int a )
|
|
{
|
|
maxamount = a;
|
|
}
|
|
|
|
int Ammo::getMaxAmount( void )
|
|
{
|
|
return maxamount;
|
|
}
|
|
|
|
void Ammo::setName( const str &n )
|
|
{
|
|
name = n;
|
|
name_index = gi.itemindex( name );
|
|
}
|
|
|
|
str Ammo::getName( void )
|
|
{
|
|
return name;
|
|
}
|
|
|
|
int Ammo::getIndex( void )
|
|
{
|
|
return name_index;
|
|
}
|